Retrospect
Warlord
Thanks, still the same though :-(
I really don't know what to suggest, I have no problems with the Mod crashing in the earlier part of the game and if it does crash I am able to reload the last autosave and play beyond the crashing point. Maybe someone with a lot more fault finding can look at the mod and figure out why it is crashing?! Please!!!!!!I did a clean install of BTS, applied both patches, and the game still crashes when spaceships are build.
This ship looks powerful, can't wait to see it with a skin.
I really don't know what to suggest, I have no problems with the Mod crashing in the earlier part of the game and if it does crash I am able to reload the last autosave and play beyond the crashing point. Maybe someone with a lot more fault finding can look at the mod and figure out why it is crashing?! Please!!!!!!
I'll re-upload V2.5Plus and post here once it's done.Do you have a link to the V2.5Plus?
I haven't heard of mods interfering with each other, but the warhammer mod had a problem with needing to have fall further in your mod directory. Due to some code checking/needing the fall further mod in warhammer.
2) Food output is very high - in my last test game it is not quite turn 150 and the Markab home system (their only system since I recently beat them to settling a star system that would have been their first colony by 2 turns just a few turns ago) has a population of 41 or 42 (which is at least 15 more than it could possibly have actually working on the planets as it is highly unlikely that they have the tech that enables the Extended Habitation System, and even with that they probably couldn't use that much population). I think the reason for this is three things. The biggest is that each civ's "cultural" building is not only giving +1 it is also adding +1 to the planet yields (it is a Nutrition Facility equivalent) even though it does not say it does and since it also gives a bunch of other things that make it desirable to build even when you do not need more food, I expect the AIs are building them on every planet with a pretty high priority. The second is the various percentage bonuses from civics, which tend to be pretty big in the capital city (note that the capital gets both the "in the Capital" and the "in every city" bonuses so +10% and +5 respectively actually gets +15% for the Capitol, Industrialized gets those two bonuses and both Agrarian and Forced Labor get +5% and +5% for a combined total of +25% if you are using Industrialized and either of them). The third thing is various +1 bonuses from other buildings.
First of all, many thanks for resolving this issue God-Emperor. I'm going to implement the fix provided immediately.I've been looking at this (as it turns out, even before you PMed me PsiCorps).
For me, it does crash early although not exactly when someone builds the first ship. It is possible to continue from the last autosave.
I have not yet used a debug DLL on the thing but...
It looks like the crash is caused by the "unit class default unit types do not exist" issue. In CIV4UnitClassInfos.xml most of the unit classes specify unit types that do not exist in the CIV4UnitInfos.xml file.
Attached is a zip file with a modified version of CIV4UnitClassInfos.xml. I changed all the default unit types to be the Earth Alliance unit types (EA civ selected as the default because I'm on the Earth right now, as I suspect most of the rest of you are). I have not had a crash since the change, although I have not tested it very much. This makes everybody but the EA have ships listed as "Unique Unit for [Civilization X]" and "Replaces [EA ship of that class]" in the 'pedia and hover text - this has the potentially beneficial side effect of making it possible to tell which ships are the same general class of ship (the EA version has links to all of the UU versions in its 'pedia entry). It also makes everybody's civ specific ships show up on their civ screen and the "Dawn of Man" screen at the start of the game as UUs, except for the EA.
I also noticed that there are references to FFP traits in 3 places in the Python. One of them is what is causing the unexplained extra 4 staring experience for every unit. In FinalFrontierEvents.py you can comment out or remove lines 1126-1129 (which will remove the 4 extra xp per unit). In FinalFrontierGameUtils.py you can comment out or remove lines 704-715 (or change the traits specified to be B5 civilizations that have similar properties for these trait specific changes to the settling value of star systems).
The 'pedia index also dies in the D's apparently when trying to add the Dilgar Imperium trait to the list (the Dilgar Imperium civilization is the last thing that shows up so the entry for the trait should be the next thing shown). I'm not sure why - it's entry in the BUG trait related Python file should be checked. Also trait related, there is text for the FFP traits in the TraitsPedia_CIV4GameText.xml file which could be clogging up the works (removing it doesn't solve the index problem).
I've just noticed this myself whilst going through a long playtest. This will be changed for the next release.Not exactly bugs, as such, but there are a variety of "weird things" in the game. Here are 2:
1) The 3rd generation missile is available before the 2nd generation missile. The tech you get the 3rd gen one from is a direct prerequisite in the tech tree for the one where you get the 2nd gen one.
2) Food output is very high - in my last test game it is not quite turn 150 and the Markab home system (their only system since I recently beat them to settling a star system that would have been their first colony by 2 turns just a few turns ago) has a population of 41 or 42 (which is at least 15 more than it could possibly have actually working on the planets as it is highly unlikely that they have the tech that enables the Extended Habitation System, and even with that they probably couldn't use that much population). I think the reason for this is three things. The biggest is that each civ's "cultural" building is not only giving +1 it is also adding +1 to the planet yields (it is a Nutrition Facility equivalent) even though it does not say it does and since it also gives a bunch of other things that make it desirable to build even when you do not need more food, I expect the AIs are building them on every planet with a pretty high priority. The second is the various percentage bonuses from civics, which tend to be pretty big in the capital city (note that the capital gets both the "in the Capital" and the "in every city" bonuses so +10% and +5 respectively actually gets +15% for the Capitol, Industrialized gets those two bonuses and both Agrarian and Forced Labor get +5% and +5% for a combined total of +25% if you are using Industrialized and either of them). The third thing is various +1 bonuses from other buildings.
Excess food is a native ff problem.
As you stated civics are a huge source of food late game. Maybe later in development the bonus can be removed if the civics get changed.
The other where the trade bonus (food and production) with some traits. But giving a flat +1 food bonus fixes this.
I'm fine with only buildings increasing food yields.
There is still a lot of fine tuning to do, I'll take this on board and see how else I can make the promotions work better.Is there a reason why combat promotions have all these prerequisites? It forces all ships in the same promotion path. Removing the option of having semi low tech ships with big guns.
The advanced interceptor batteries are still useless. They come late game, and even then frigates are still stronger then carriers. Maybe give or change it in a bonus against capital ships?
I like this suggestion and will add it to my list of things to amend/change. Have to be careful with this as I don't want the total interception value to be more than 95% if a unit had every possible promotion available to it.What do you think about giving fighters access to the computer promotions? It fits the lore. to balance it out, the anti-fighter weapons should also give a 25% interception chance. (Imo this promotion is also quite weak, ships are good enough in destroying fighters when they intercept them)
I'm not seeing this at all, every time I try and move a Planet based unit I get the red circle and can't move. Maybe that will change with God_Emperors Fix!?Ground troops can walk in the star system. But it seems the AI can walk around through the galaxy.
I Just got attacked by them. Another bug is with the sattelites. For some reason the AI can load them on destroyers, and launch devastating attacks with them. (good thing for me was they didn't have enough ships to take the system, and satelites can't capture cities?)
I've already taken steps to redress this issue with the next version to be released, not sure how quickly that will be with Christmas coming up but I'll try and have a release ready for you as a Christmas present!I've researched the first two rows of the tech tree and are still more then 400-500 turns away from Q-40, which is needed to build the second generation of destroyers, and first generation of carriers. Except when I can research Q-40 in a decent amount of turns, those ships will be obsolete very quick. (the first cruiser and the second generation carrier is buildable by then)
What do you think of changing the requirements for the first gen carrier, second gen frigate and second gen destroyer to fusion power?
I've also changed the amount of food each population consumes from 1 to 2 and that has had a beneficial effect. Maybe the two combined will slow it down to a better rate!?About the food issue with planets, I suggest trying the edited file I uploaded. I changed the nutrition facility to only give 1 food instead of three. Cities with lots of food will still grow very large late game, although it takes a lot longer. And food poor systems will still grow to max size, very close to pop size of each planet. And might even still grow a bit larger then that.
I've still not seen this happening, maybe I'm just not exploring enough!Ground troops can walk over "floodplains". But they can't enter space (outside starsystems). At least that's how they have been working for me.
2 cruisers is right, there are 2 cruisers, 2 battleships, 2 command ships and 2 carriers. I have set these so you can only build a specific amount of them, can't remember the numbers off hand but you can have as many cruisers, destroyers and frigates as you like but the more powerful ships are restricted to only 3,4 or 5 at a time. Can't stand it when you see 20 battleships and no smaller escort vessels. I am looking into moving around when ships become available, especially as I've made a few changes to the tech tree recently.I'm currently doing an OCC just to see which ships come up first if going through the tech tree column by column.
I would change the first capital ship at electronic warfare to the first cruiser. (the cruiser comes later in the tech tree then the cruiser.)
Make the second gen destroyer and frigate available at fusion power.
And the first capitol ship available with ion particle engine (which is an empty tech). I would suggest the second gen cruiser too. But it seems each race has only 2 cruisers? and 4 capitol ships. Maybe one capitol ship can be changed to a cruiser type?
I've also changed the amount of food each population consumes from 1 to 2 and that has had a beneficial effect. Maybe the two combined will slow it down to a better rate!?
I've still not seen this happening, maybe I'm just not exploring enough!
2 cruisers is right, there are 2 cruisers, 2 battleships, 2 command ships and 2 carriers. I have set these so you can only build a specific amount of them, can't remember the numbers off hand but you can have as many cruisers, destroyers and frigates as you like but the more powerful ships are restricted to only 3,4 or 5 at a time. Can't stand it when you see 20 battleships and no smaller escort vessels. I am looking into moving around when ships become available, especially as I've made a few changes to the tech tree recently.
BY the way Greeneyedzombie, you probably are only half that far from the Quantium 40 tech as the research point output tends to increase as you go, reducing the research time from what it says considerably. My current test game is at turn 215 ("Normal" game speed) and it my current tech path (not exactly beelining to it) says it is something like 128 turns until I get that tech, but I expect to get there in under 100. I'm maybe 25 turns from getting Crystals hooked up, since I didn't start with any anywhere near me (it has also spurred another round of colonization to colonize 2 star systems between me and the resource, and I'll probably grab another that is near it and one more that is a bit more off the line to it in this round of colonization), shortly after which my research rate will probably increase by at least 50% as I get research labs built and then the Inst. for Advanced Research.
Another "by the way". The AIs colonize very little. Even less than in regular FFP where some of them tend to be a little slow about it. In that current test game I mentioned, I have a total of 10 systems. Everyone else (standard sized map, so there are 6 of them) have a combined total of 9: one has 3, one has 2, and the other four still only have their home systems. I do not know why. Given the relatively low power of the barbarian type ships they should not be much of a deterrent (most civ's scout ships are stronger than the standard raider, especially when defending, and frigates and destroyers are even better).
I recently noticed something. If you build a defense satellite type unit in a system where there is a unit that can carry it, it shows up already loaded on the transport.
but it may have the side effect of getting the attack troops loaded onto transports for the AI